A question for any other modonauts that use FBX to transfer geom between modo and Maya -

If I create a uv map in modo and then use FBX to bring it into Maya random UV's around the edge of the map are split - ie they are not all sewn together, causing the smoothed (sub'd) shell to have distortion and stretching.

On larger assets this is a tedious process to clean up.

So - Does anyone know how I can get FBX to have a clean/sewn up uv shell on export? Any hints or tips would be most welcome!!

Thanks in advance
(oh yeah - this is in Maya 7.01... still... maybe production will let us move to 2008 soon)

-jono
Jon Farmer
San Rafael

Following are the same object and uvs in modo and maya

Original in modo

http://trylondesign.com/modoImages/modoUV_1.png

Sub'd in modo

http://trylondesign.com/modoImages/modoUV_2.png

Maya with FBX import - Notice the cut edges where the edge uvs are split

http://trylondesign.com/modoImages/mayaUV_1.png

Sub'd in Maya

http://trylondesign.com/modoImages/mayaUV_2.png

Phil Lawson

02-20-2009, 11:17 AM

Hey Jon

Make sure you tick linear uvs on your items properties before export - this may give better results in maya. The modo FBX exporter is based on a fairly old build of the autodesk FBX SDK, so things like this prob require an upgrade.

jonosf

02-20-2009, 05:23 PM

Phil - thanks for the suggestion.

I tried that but it causes all of the edges/uvs to be split when it is brought into Maya... not just the random edge uvs I had before. So when sub'd in Maya it looks like below -

Any other ideas would be most welcomed! And any place where I can find out what version FBX modo is using?

-jono
Jon Farmer

http://www.trylondesign.com/modoImages/mayaUV_3.png

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